Items: L (Part 4 of 5)

60 items, from Lethargy Poison to Low-Grade Cold Iron Weapon.

#ABCDEFGHIJKLMNOPQRSTUVWXYZ

Part: 1 2 3 4 5

Lethargy Poison · Levered Crowbar · Liar's Demise · Liar's Demise · Liar's Gun · Liativeirn Emblem · Librarian Staff · Librarian Staff · Librarian's Baton · Library Robes · Library Robes · Lich Dust · Lich Phylactery · Life Celestial Peach · Life Salt · Life Shot · Life's Last Breath · Life-Boosting Oil · Lifeblight Residue · Lifting Belt · Light Hammer · Light Mace · Light Pick · Light Writer · Lightning Rod Shot · Lightweave Scarf · Lilac Bewitching Bloom · Linguist's Dictionary · Linguist's Dictionary · Linnorm's Kaedom · Lion Badge · Lion Claw · Lion Scythe · Lion's Shield · Liquid Gold · Liquid Gold · Living Leaf Weave · Lizard · Loaded Dice Games · Lock · Locket Of Sealed Nightmares · Lodestone Bomb · Lodestone Bomb · Lodestone Pellet · Lomos Lash · Long Air Repeater · Long Hammer · Long Tool · Longbow · Longspear · Longsword · Lost Ember · Lotus Bewitching Bloom · Lover's Gloves · Lovers' Ink · Low-Grade Cold Iron Armor · Low-Grade Cold Iron Buckler · Low-Grade Cold Iron Object · Low-Grade Cold Iron Shield · Low-Grade Cold Iron Weapon

Lethargy Poison

Item 2

uncommon alchemical consumable incapacitation injury poison sleep 

Price 7 gp

Usage held in 2 hands; Bulk L

Activate [>>>] Interact

Category Poison

Lethargy poison is commonly used in hit-and-run tactics by drow and others who want their victims alive; the ambusher retreats until the poison sets in and the victim falls unconscious. Further exposure to lethargy poison does not require the target to attempt additional saving throws; only failing an saving throw against an ongoing exposure can progress its stage.

Saving Throw DC 18 Fortitude; Maximum Duration 4 hours; Stage 1 slowed 1 (1 round); Stage 2 slowed 1 (1 minute); Stage 3 unconscious with no Perception check to wake up (1 round); Stage 4 unconscious with no Perception check to wake up. (1d4 hours)

Core Rulebook, page 552.

Open in the interactive list

Levered Crowbar

Item 3

Price 20 gp

Bulk L

Hands 2

Category Adventuring Gear

When Forcing Open an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open.

A levered crowbar grants you a +1 item bonus to Athletics checks to Force Open anything that can be pried open.

Main Item: Crowbar

Core Rulebook, page 288.

Open in the interactive list

Liar's Demise

Item 14

uncommon consumable contact divine poison 

Price 650 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Poison

This thick orange cream quickly seeps into skin. In addition to causing painful swelling in the brain, liar's demise compels the victim to speak only the truth. While under the effect of liar's demise, you take the listed poison damage and mental damage for any time you voluntarily and knowingly tell a lie, due to the poison's increased blood pressure to your brain.

You take this damage once per round, even if you lie several times in rapid succession. You're aware of this effect and can choose to not answer or give only evasive, technically truthful, answers; this is a mental effect.

Saving Throw DC 34 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 stupefied 1, 3d6 poison damage and 3d6 mental damage for lying (1 minute); Stage 2 stupefied 2, 4d6 poison damage and 4d6 mental damage for lying (1 minute); Stage 3 stupefied 3, 5d6 poison damage and 5d6 mental damage for lying, and the damage becomes a death effect.

Craft Requirements Supply one casting of zone of truth.

AoE4, page 78.

Open in the interactive list

Liar's Demise

Item 14

uncommon alchemical consumable contact divine enchantment poison 

Price 650 gp

Usage held in 1 hand; Bulk L

Activate [>>>] Interact

Category Poison

This thick green cream quickly seeps into victim's skin. In addition to causing painful swelling in the brain, liar's demise compels the victim to speak only the truth. While under the effect of liar's demise, the victim takes the listed poison damage and mental damage for any time they voluntarily and knowingly tell a lie, due to the poison's increased blood pressure to their brain. They take this damage once per round at most, even if they lie several times in rapid succession. The victim is aware of this effect and can choose to not answer or give only evasive, technically truthful, answers—this is a mental effect.

Saving Throw DC 34 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 stupefied 1, 3d6 poison damage and 3d6 mental damage for lying (1 minute); Stage 2 stupefied 2, 4d6 poison damage and 4d6 mental damage for lying (1 minute); Stage 3 stupefied 3, 5d6 poison damage and 5d6 mental damage for lying, and the damage becomes a death effect. If it reduces the victim to 0 Hit Points, the victim's head explodes, causing death (1 minute)

Craft Requirements Supply one casting of zone of truth.

Treasure Vault, page 69.

Open in the interactive list

Liar's Gun

Item 7

uncommon cobbled magical 

Price 360 gp

Usage held in 1 hand; Bulk L

Category Held

This dubious weapon gets its name from the fact that it's typically crafted with multiple false barrels so that it's more difficult for enemies to predict the weapon's angle of fire from the four working barrels. Most of the time, this gun functions as a +1 striking pepperbox with capacity 4 instead of capacity 3, albeit one with a complicated loading mechanism involving rotating the barrels. In a pinch though, all four of the real barrels can be fired simultaneously.

Activate [>>] Interact; Effect Make up to four Strikes with the liar's gun. Each of the four Strikes must be against a different target within a 20-foot cone. You apply and increasing your multiple attack penalty for the four Strikes only after resolving all attacks. If the weapon misfires on any of these attacks, wait to apply the misfire until you resolve all of the attacks.

Guns & Gears, page 157.

Open in the interactive list

Liativeirn Emblem

Item 3

invested magical tattoo 

Usage tattooed on the body; Bulk —

Category Tattoo

These tattoos are created using designs and techniques from Liativeirn culture. Such tattoos often depict the Liativeirn rune for one of the seven schools of magic, but one might instead show a creature or celestial phenomenon associated with the school, depicted in traditional Liativeirn iconography.

The tattoo allows you to understand and speak Liativeirn. If you already know that language, you instead gain a +1 item bonus on Diplomacy checks you make when speaking Liativeirn to someone who understands it.

Each description lists the school of each Liativeirn emblem, and the tattoo has the trait of that school. The spell the tattoo can cast is from its school. As with the Virokral magic that was once so prevalent in Geifu, these tattoos lack a symbol of divination.

Activate The actions required to Activate the tattoo are the same as those needed to cast its spell; Frequency once per day; Effect The tattoo casts its spell.

Type avaria; Level 3; Price 60 gp

This rune of transmutation can cast longstrider.

Type avidais; Level 3; Price 60 gp

This rune of abjuration can cast pass without trace.

Type carnasia; Level 3; Price 60 gp

This rune of enchantment can cast liberating command (Gods & Magic 108).

Type idolis; Level 3; Price 60 gp

This rune of conjuration can cast thoughtful gift (Advanced Player's Guide 226).

Type ragario; Level 3; Price 60 gp

This rune of evocation can cast concordant choir (Secrets of Magic 96).

Type vangloris; Level 3; Price 60 gp

This rune of illusion can cast ventriloquism.

Type voratalo; Level 3; Price 60 gp

This rune of necromancy can cast purify food and drink.

Treasure Vault, page 123.

Open in the interactive list

Librarian Staff

Item 6+

divination extradimensional magical staff 

Usage held in 1 hand; Bulk 1

Category Staff

A librarian staff is a slender pole composed of thousands of coiled and compressed book pages swirling into one another, with a mishmash of letters tumbling across its surface. The sound of rustling pages can be heard when the staff moves.

Activate [>>>] command, envision, Interact; Effect You store one portable text of 1 Bulk or less—typically a book or scroll—in an extradimensional space in the staff. You can also use this activation to retrieve one text stored in the staff. The staff can store up to 50 texts.
Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

Type librarian staff; Level 6; Price 225 gp

Type greater librarian staff; Level 12; Price 1,750 gp

The staff can store up to 100 texts.

Craft Requirements Supply one casting of all listed levels of all listed spells.

Treasure Vault, page 133.

Open in the interactive list

Librarian Staff

Item 6

divination extradimensional magical staff 

Price 225 gp

Usage held in 1 hand; Bulk 1

Category Staff

A librarian staff is a slender pole composed of thousands of coiled and compressed book pages swirling into one another, with a mishmash of letters tumbling across its surface. The sound of rustling pages can be heard when the staff moves.

Activate [>>>] command, envision, Interact; Effect You store one portable text of 1 Bulk or less—typically a book or scroll—in an extradimensional space in the staff. You can also use this activation to retrieve one text stored in the staff. The staff can store up to 50 texts.
Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

Craft Requirements Supply one casting of all listed levels of all listed spells.

Main Item: Librarian Staff

Treasure Vault, page 133.

Open in the interactive list

Librarian's Baton

Item 9

rare detection divination magical 

Price 650 gp

Usage held in 1 hand; Bulk L

Category Held

A crystal pendulum hangs loosely from a delicate cord connecting the tips of this Y-shaped wooden baton. Such batons are often used by librarians who have problems with customers (or thieves) who can't be trusted to return the books they borrow, but they're equally valuable to wizards who are particularly worried about having ther spellbooks stolen.

Activate 10 minutes (envision, Interact); Frequency once per month; Effect You focus your attention on the crystal pendulum, repeatedly passing it over the covers of up to 10 Bulk of books. Doing so causes the librarian's baton to permanently attune itself to those books, while simultaneously removing any attunement it may have had to previous books. If an attuned book is damage significantly, the librarian's baton loses attunement to it (although it can be reattuned at a later date to the damaged book as long as it retains some of its functionality). The librarian's baton grants a +2 item bonus to perception checks to Search for attuned books hidden within 60 feet of you.
Activate envision, Interact; Frequency once per hour; Effect When you activate the librarian's baton, concentrate on one of the books to which the baton is attuned. The crystal pendulum moves of its own volition, pointing directly toward the location of the book you were concentrating on as a long as the book is within 25 miles of you. If the book is further away than this, or if the book has been damaged enough that it's no longer attuned, you learn only that the book is out of range or damaged, as appropriate. You can Sustain this activation up to 1 minute, during which time you can sense whether the target book is in motion, is in a creature's possession, or enters the possession of a different creature. However, you can't determine the identities of such creatures

PFUM.

Open in the interactive list

Library Robes

Item 9+

invested magical transmutation 

Usage worn armor; Bulk L

Category Armor

These +1 resilient scroll robes magically store a spell for you.

During your daily preparations, choose one spell you know of 5th level or lower. You inscribe that spell on the robes, as though you had done so using the robes' inscribed trait, but without needing to go through the normal scribing process.

You must provide the minimum amount of materials to Craft one scroll of that spell (typically half the Price of a scroll of that level plus any extra cost required for the spell). You don't need to be trained in Crafting, nor do you need the Magical Crafting feat. Using this ability erases any scroll already inscribed on the robe.

Type library robes; Level 9; Price 700 gp

Type greater library robes; Level 12; Price 2,000 gp

The armor is +2 resilient scroll robes, and the spell can be 6th level or lower.

Type major library robes; Level 15; Price 6,000 gp

The armor is +2 greater resilient scroll robes, and the spell can be 8th level or lower.

Type true library robes; Level 19; Price 36,000 gp

The armor is +3 greater resilient scroll robes, and the spell can be 9th level or lower.

Treasure Vault, page 15.

Open in the interactive list

Library Robes

Item 9

invested magical transmutation 

Price 700 gp

Usage worn armor; Bulk L

Category Armor

These +1 resilient scroll robes magically store a spell for you.

During your daily preparations, choose one spell you know of 5th level or lower. You inscribe that spell on the robes, as though you had done so using the robes' inscribed trait, but without needing to go through the normal scribing process.

You must provide the minimum amount of materials to Craft one scroll of that spell (typically half the Price of a scroll of that level plus any extra cost required for the spell). You don't need to be trained in Crafting, nor do you need the Magical Crafting feat. Using this ability erases any scroll already inscribed on the robe.

Main Item: Library Robes

Treasure Vault, page 15.

Open in the interactive list

Lich Dust

Item 9

alchemical consumable ingested poison 

Price 110 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Poison

Dust salvaged from the remains of a destroyed lich has paralytic properties that make it a valuable poison.

Saving Throw DC 28 Fortitude; Onset 10 minutes; Maximum Duration 6 minutes; Stage 1 fatigued (1 minute); Stage 2 5d6 poison damage and fatigued (1 minute); Stage 3 5d6 poison damage, fatigued, and paralyzed (1 minute)

Core Rulebook, page 552.

Open in the interactive list

Lich Phylactery

Item 12

rare arcane necromancy negative 

Price 1,600 gp

Usage held in 1 hand; Bulk —

Category Held

This item is crafted by a spellcaster who wishes to become a lich. When a lich is destroyed, its soul flees to the phylactery. The phylactery then rebuilds the lich's undead body over the course of 1d10 days. Afterward, the lich manifests next to the phylactery, fully healed and in a new body (therefore, it lacks any equipment it had on its old body). A lich's phylactery must be destroyed to prevent a lich from returning. The standard phylactery is a sealed metal box containing strips of parchment inscribed with magical phrases. This box has Hardness 9 and 36 HP, but some liches devise more durable or difficult-to-obtain phylacteries. A phylactery might also come in the form of a ring, an amulet, or a similar item; the specifics are up to the creator

Bestiary, page 222.

Open in the interactive list

Life Celestial Peach

Item 20

rare consumable divine healing magical necromancy positive 

Price 73,000 gp

Usage held in one hand; Bulk L

Activate [>] Interact

Category Consumable

Among Hao Jin's most precious treasures are three living plants, the last surviving celestial peach trees taken from the mountains of Chu Ye. One of the trees grows pearls in place of flowers, but the other two bear fruit that is far more valuable. Eating one of these small red peaches can heal even the most grievous of injuries.

When you place the peach into the mouth of an intact corpse that died within the last year, it casts a 10th-level raise dead on the corpse.

Main Item: Celestial Peach

LOL, page 48.

Open in the interactive list

Life Salt

Item 5

consumable divine positive 

Price 25 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Consumable

This crystal vial contains salts blessed by channeling life-giving energies into waters purified by holy fire.

You can activate this vial by throwing it as a Strike. It's a simple thrown ranged weapon with a range increment of 10 feet. Unlike an alchemical bomb, it doesn't add the manipulate trait to the attack made with it. On a hit against an undead, life salt deals 1 persistent positive damage, and the undead must succeed at a DC 20 Will save or be unable to attack you as long as it continues taking the persistent positive damage.

If you use a hostile action against any undead, this second effect ends, and the undead can attack you normally.

Book of the Dead, page 20.

Open in the interactive list

Life Shot

Item 2+

alchemical consumable healing 

Ammunition round

Activate [>] Interact

Category Consumable

Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the successful attack, instead receiving healing and gaining an item bonus to saving throws against diseases and poisons for 1 minute. On a critical hit, roll the healing received twice and take the better result (this is a fortune effect). A target willing to be hit by this attack is flat-footed against it.

Type minor; Level 2; Price 5 gp

The ammunition restores 1d4 Hit Points, and the bonus is +1.

Type lesser; Level 6; Price 50 gp

The ammunition restores 3d4+3 Hit Points, and the bonus is +1.

Type moderate; Level 10; Price 200 gp

The ammunition restores 5d4+7 Hit Points, and the bonus is +2.

Type greater; Level 14; Price 750 gp

The ammunition restores 7d4+10 Hit Points, and the bonus is +2.

Type major; Level 16; Price 1,500 gp

The ammunition restores 8d4+11 Hit Points, and the bonus is +3.

Type true; Level 20; Price 9,000 gp

The ammunition restores 10d4+14 Hit Points, and the bonus is +4.

Treasure Vault, page 43.

Open in the interactive list

Life's Last Breath

Item 18

unique evil magical necromancy 

Price 23,500 gp

Usage held in 1 hand; Bulk 2

Category Held

The twin serrated blades of this legendary rhoka sword (page 83) are dull black and constantly drip with blood.

Life's Last Breath is said to have been forged centuries ago for an unknown urdefhan general and has since fallen into the hands of countless other powerful urdefhan warlords.

Life's Last Breath is a +3 greater striking unholy wounding rhoka sword with the following special abilities.

Activate [R] command; Frequency once per day; Effect You cast a 9th-level paralyze spell on the target.
Activate [R] envision; Frequency once per 10 minutes; Trigger You successfully Strike a creature with Life's; Effect The target must succeed at a DC 38 Fortitude save or take 4d6 negative damage; you gain an equal amount of temporary Hit Points that last 1 minute.Success The target is doomed 1 and takes half damage.Failure The target is doomed 2 and takes full damage.Critical Failure The target is doomed 2, drained 1, and takes double damage.

Extinction Curse #5: Lord of the Black Sands, page 76.

Open in the interactive list

Life-Boosting Oil

Item 3+

uncommon consumable healing magical necromancy oil 

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Oil

When you apply sticky, stinging life-boosting oil, you gain fast healing according to the oil's type that starts the first time you take damage while the oil lasts. Once the fast healing starts, the oil remains effective for 4 rounds. However, the oil lasts only 8 hours, whether it provides fast healing or not.

Type lesser; Level 3; Price 12 gp

The oil grants fast healing 3.

Type moderate; Level 7; Price 70 gp

The oil grants fast healing 6.

Type greater; Level 11; Price 300 gp

The oil grants fast healing 10.

Type major; Level 15; Price 1,300 gp

The oil grants fast healing 15.

Treasure Vault, page 86.

Open in the interactive list

Lifeblight Residue

Item 15

uncommon consumable divine injury poison virulent 

Price 1,100 gp

Usage held in 2 hands; Bulk L

Activate [>>] Interact

Category Poison

This black slime is carefully culled from coffins and sarcophagi used by the undead, and is then distilled and combined with necromantic energy, creating a dangerous sludge that leeches life force as aggressively as it rots flesh.

Saving Throw DC 35 Fortitude; Maximum Duration 6 rounds; Stage 1 5d6 negative damage and 3d6 poison damage (1 round); Stage 2 6d6 negative damage and 4d6 poison damage (1 round); Stage 3 7d6 negative damage and 5d6 poison damage (1 round)

Craft Requirements Supply one casting of 8th-level harm.

AoE4, page 78.

Open in the interactive list

Lifting Belt

Item 4

invested magical transmutation 

Price 80 gp

Usage worn belt; Bulk L

Category Worn Item

This wide leather belt grants you a +1 item bonus to Athletics checks and increases the amount you can easily carry. You can carry Bulk equal to 6 + your Strength modifier before becoming encumbered, and you can hold and carry a total Bulk up to 11 + your Strength modifier.

Activate [>>] Interact; Effect You lift an object of up to 8 Bulk as though it were weightless. This requires two hands, and if the object is locked or otherwise held in place, you can attempt to Force it Open using Athletics as part of this activation. The object still has its full weight and Bulk for all other purposes—you just ignore that weight. The effect lasts until the end of your next turn.

Core Rulebook, page 613.

Open in the interactive list

Light Hammer

Item

agile thrown 20 ft. 

Price 3 sp

Bulk L

Damage 1d6 bludgeoning

Hands 1

Category Martial Melee Weapon; Group Hammer

This smaller version of the warhammer has a wooden or metal shaft ending in a metal head. Unlike its heavier cousin, it is light enough to throw.

Core Rulebook, page 280.

Open in the interactive list

Light Mace

Item

agile finesse shove 

Price 4 sp

Bulk L

Damage 1d4 bludgeoning

Hands 1

Category Simple Melee Weapon; Group Club

A light mace has a short wooden or metal shaft ending with a dense metal head. Used much like a club, it delivers heavy bludgeoning blows, but with extra power derived from the head's metal ridges or spikes.

Core Rulebook, page 280.

Open in the interactive list

Light Pick

Item

agile fatal d8 

Price 4 sp

Bulk L

Damage 1d4 piercing

Hands 1

Category Martial Melee Weapon; Group Pick

A light pick is a modified mining implement with a wooden shaft ending in a pick head crafted more to pierce armor and flesh than chip rocks.

Core Rulebook, page 280.

Open in the interactive list

Light Writer

Item 6

rare clockwork evocation light 

Price 200 gp 3 gp for 10 metal plates

Bulk 2

Category Held

The light writer is a cutting edge invention, first created in Shoumeistai in late 4721, combining magic and clockwork innovation to allow its operator to create a true-to-life, monochromatic portrait of people or a scene over the course of 20 minutes of exposure.

It consists of two flat metal squares, one larger than the other, connected by a tube of leather similar to that found on a bellows. The smaller square, which sits at the front of the device, has a small glass lens in the center of it. The larger square contains a specially treated metallic plate on the inside; its exterior also has both a small control stick connected via flexible wire, and a small metal tube attached to the top and pointing forward. The user presses a button on the control stick to activate the light writer. Upon activation, magical light illuminates the tube, producing a steady light for 20 minutes. This light is captured by the lens and projected onto the metal plate, slowly creating an image of the scene in front of the lens. The plate can then be removed, allowing the image to be displayed anywhere the owner desires. The light writer is mounted on a tripod and must be perfectly still during operation to prevent any defects from appearing in the plate image. If creating a captured image of a living creature, it is equally important for that creature to remain still throughout the process, to avoid a ghostlike blurring of the final image.

Guns & Gears, page 88.

Open in the interactive list

Lightning Rod Shot

Item 7

consumable evocation magical 

Price 60 gp

Ammunition any

Activate [>] command

Category Consumable

Made from a shaft of silver with a gleaming copper tip, the lightning rod shot crackles with electricity as it flies through the air. When a lightning rod shot strikes a target, it remains intact. It moves with a creature it struck, unless the GM determines otherwise, until that creature regains any Hit Points. If it doesn't stick to the target, it falls to the ground and becomes inactive. If the target of this shot is within 10 feet of any creature or target that takes electricity damage, the target of this shot takes 1 electricity damage for each die of damage taken by the nearby creature or target. If the target of this shot takes electricity damage from a spell or attack, it also takes 1 additional electricity damage for each die of damage dealt. If the spell or attack allows a saving throw to reduce the damage, the target of this shot takes a –1 circumstance penalty to the save. This shot remains active for 1 minute, after which it falls to the ground and crumbles to dust.

Treasure Vault, page 82.

Open in the interactive list

Lightweave Scarf

Item 8+

illusion magical spellheart visual 

Usage affixed to armor or a weapon; Bulk —

Category Spellheart

The first of these strips of glittering cloth was worn by a monk from Vrutaen who would interweave it into his handwraps of mighty blows. The spell DC of any spell cast by activating this item is 24.

Activate Cast a Spell; Effect You cast dancing lights.
Activate Cast a Spell; Frequency once per day; Effect You cast hypnotic pattern.

Type greater lightweave scarf; Level 15; Price 5,500 gp

The item bonus when affixed to armor is +2, and spell DC is 34.

Activate Cast a Spell; Frequency once per day; Effect You cast 6th-level hypnotic pattern.
Activate Cast a Spell; Frequency once per day; Effect You cast vibrant pattern.

Type major lightweave scarf; Level 18; Price 22,000 gp

Item bonus when affixed to armor is +3; when affixed to a weapon, creatures are confused for 1 minute; and the spell DC is 38.

Activate Cast a Spell; Frequency once per day; Effect You cast 8th-level vibrant pattern.
Activate Cast a Spell; Frequency once per day; Effect You cast scintillating pattern.

Treasure Vault, page 127.

Open in the interactive list

Lilac Bewitching Bloom

Item 2

enchantment invested magical tattoo 

Price 25 gp

Usage tattooed on the body; Bulk —

Category Tattoo

While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations.

These blooms are colorful, elegant representations of distinct flower species, as determined by its type.

Activate [>>] envision; Frequency once per day; Effect Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have.

Memories bubble to the surface of your ally's mind. The ally attempts to Recall Knowledge with a +2 status bonus to the check from these vibrant memories.

Main Item: Bewitching Bloom

Treasure Vault, page 119.

Open in the interactive list

Linguist's Dictionary

Item 9+

divination grimoire magical 

Bulk L

Category Grimoire

Bound in sturdy leather, this thick book has several colorful bookmarks and page dividers. Its title and text shift between numerous languages.

Activate [F] envision; Frequency once per day; Requirements Your last action was to cast a spell prepared from this grimoire that allows understanding of another language, such as comprehend languages or tongues; Effect The grimoire absorbs knowledge of one language translated this way (caster's choice if more than one), allowing its bearer to communicate on a rudimentary level in that language even after the spell's duration has elapsed. The linguist's dictionary can hold one language at a time.

Type linguist's dictionary; Level 9; Price 650 gp

Type greater linguist's dictionary; Level 12; Price 1,750 gp

The dictionary can hold three languages at a time.

Treasure Vault, page 112.

Open in the interactive list

Linguist's Dictionary

Item 9

divination grimoire magical 

Price 650 gp

Bulk L

Category Grimoire

Bound in sturdy leather, this thick book has several colorful bookmarks and page dividers. Its title and text shift between numerous languages.

Activate [F] envision; Frequency once per day; Requirements Your last action was to cast a spell prepared from this grimoire that allows understanding of another language, such as comprehend languages or tongues; Effect The grimoire absorbs knowledge of one language translated this way (caster's choice if more than one), allowing its bearer to communicate on a rudimentary level in that language even after the spell's duration has elapsed. The linguist's dictionary can hold one language at a time.
Main Item: Linguist's Dictionary

Treasure Vault, page 112.

Open in the interactive list

Linnorm's Kaedom

Item 18

uncommon evocation invested magical 

Price 22,750 gp

Usage worn armor; Bulk 2

Category Armor

The first suit of +3 greater resilient antimagic kaedom made in this fashion was crafted for the Keisokael fistus king Nankou, after he claimed his title by slaying a taiga linnorm. By Keisokael tradition, the armor was crafted using some of the slain linnorm's body to decorate the breastplate and helm, which imbued the armor with several of the linnorm's natural abilities. Though the helm is shaped like the beast's head, a linnorm's actual head would be too large for a proper helmet.

Activate [>>] Interact; Frequency once per hour; Effect You breathe a 60-foot cone of electrified vapor, dealing 17d6 electricity damage to creatures in the area (DC 38 basic Reflex save). The electrified mist persists in the area for 2 rounds, dealing 5d6 electricity damage (DC 38 basic Reflex save) to each creature that ends its turn in the mist. If you slew the linnorm this armor is made from, you can use the higher of your class DC or spell DC instead of the listed DCs for this effect.
Activate [R] Interact; Trigger A creature adjacent to you targets you with a melee attack; Effect The creature takes 4d6 piercing damage as previously invisible magical spines leap outwards from the armor to punish them for the attack.

Craft Requirements The initial raw materials must include the hide and skull of a taiga linnorm (Bestiary 2 164).

Treasure Vault, page 18.

Open in the interactive list

Lion Badge

Item 4

uncommon abjuration consumable magical talisman 

Price 15 gp

Usage affixed to armor; Bulk —

Activate [F] envision; Trigger You gain the frightened condition as a result of a Will save; Requirements You're an expert in Will saves.

Category Talisman

This plain wooden badge has the face of a roaring lion etched onto its surface. When you activate this talisman, reduce the value of your frightened condition by 1 (to a minimum of 0). When this talisman is used, the image of the lion fades and the item becomes a plain, non-magical wooden badge.

Threshold of Knowledge, page 10.

Open in the interactive list

Lion Claw

Item 11

consumable magical talisman transmutation 

Price 300 gp

Usage affixed to a weapon

Activate [>] Interact; Requirements You're undetected by a creature and are a master in Stealth.

Category Talisman

This dried claw from a mighty beast bestows upon you the ability of a predator. When you activate the claw, you learn to pounce on your prey in one fluid motion. You Stride and then Strike with the affixed weapon against one creature you were undetected by. You remain undetected by the creature until after you Strike.

Secrets of Magic, page 174.

Open in the interactive list

Lion Scythe

Item 0

uncommon agile finesse trip 

Price 1 gp

Bulk L

Damage 1d6 slashing

Hands 1

Category Martial Melee Weapon; Group Knife

A lion scythe resembles a common sickle but is specially weighted to allow for greater power when attacking. This is a martial melee weapon.

Strength of Thousands #4: Secrets of the Temple-City, page 78.

Open in the interactive list

Lion's Shield

Item 6

conjuration magical 

Price 245 gp

Usage held in 1 hand; Bulk 1

Category Shield; Group Shield

This steel shield (Hardness 6, HP 36, BT 18) is forged into the shape of a roaring lion's head.

The lion's head functions as +1 striking shield boss that can't be removed from the shield.

Activate [>] Raise a Shield; Frequency once per day; Effect You animate the lion's head. You Raise the Shield and make a melee Strike with it as part of the same action. The shield's biting maw is a martial melee weapon that deals 2d6 piercing damage and has the deadly 1d6 trait; it can't be enhanced by runes. The shield remains animated for 1 minute, during which time you can Strike with it each time you Raise the Shield, as well as with a Strike action.

Core Rulebook, page 588.

Open in the interactive list

Liquid Gold

Item 6+

uncommon consumable evocation magical talisman 

Usage affixed to a one-handed firearm or hand crossbow; Bulk —

Activate [F] Interact; Trigger You roll for initiative; Requirements You're an expert in Stealth.

Category Talisman

This glass vial containing liquid gold is fastened to a weapon by a fine gold chain.

Type liquid gold; Level 6; Price 40 gp

You draw the attached weapon as a free action instead of as a reaction.

Type greater liquid gold; Level 8; Price 80 gp

You load the weapon as you draw it.

OoA2, page 77.

Open in the interactive list

Liquid Gold

Item 6

uncommon consumable evocation magical talisman 

Price 40 gp

Usage affixed to a one-handed firearm or hand crossbow; Bulk —

Activate [F] Interact; Trigger You roll for initiative; Requirements You're an expert in Stealth.

Category Talisman

This glass vial containing liquid gold is fastened to a weapon by a fine gold chain.

You draw the attached weapon as a free action instead of as a reaction.

Main Item: Liquid Gold

OoA2, page 77.

Open in the interactive list

Living Leaf Weave

Item 5

alchemical healing plant 

Price 160 gp

Usage worn armor; Bulk 1

Activate [>] Interact

Category Armor

This suit of leaf weave armor is specially modified to metabolize the alchemical accelerants in medicinal compounds.

A special receptacle in the armor can hold an elixir of life, which takes 3 Interact actions to install. A loaded suit of living leaf weave can be activated to grow slithering vines from the armor, granting an item bonus to Athletics checks to Grapple, to your Fortitude DC to resist Grapple, Disarm, or Shove attempts, and to your Reflex DCs to resist Trip attempts. The effects last for 3 rounds, consuming the elixir of life, and once the reaction has begun it can't be deactivated.

Treasure Vault, page 64.

Open in the interactive list

Lizard

Item 0

Price 1 sp +

Category Pet

No entries found.

LOTG, page 103.

Open in the interactive list

Loaded Dice Games

Item 1

Price 5 gp

Usage held in 2 hands; Bulk L

Category Held

A nigh-infinite assortment of games exist in Falavririak. Simple games, including dice, a deck of cards, or dominoes, cost 5 sp. Board games vary in cost from 1 gp for dexterity games like Bungle, 3 gp for colorful children's games like Cauldron Quest, and 5 gp for complex strategy games like Kingmaker and Noulotak Raiders. Lavish game sets can cost much more than these prices, as they are made of expensive components and are intricately crafted works of art unto themselves.

These dice are weighted on one side to ensure they always land with the desired number facing up. Loaded dice grant you a +1 item bonus to Games Lore checks to gamble with the dice. You can determine a die is loaded while handling it with a successful secret DC 20 Perception check. Determining dice are loaded without handling the dice is more difficult, especially since smart cheaters switch loaded dice in and out so they don't suspiciously roll the same number over and over. In this case, an observer must succeed at a secret Perception check against the roller's Games Lore or Thievery DC to notice the switches or the patterns.

Main Item: Games

LOTGB, page 58.

Open in the interactive list

Lock

Item

Bulk —

Hands 2

Category Adventuring Gear

Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40.

Type Poor; Level 0; Price 2 sp

Type Simple; Level 1; Price 2 gp

Type Average; Level 3; Price 15 gp

Type Good; Level 9; Price 200 gp

Type Superior; Level 17; Price 4,500 gp

Core Rulebook, page 288.

Open in the interactive list

Locket Of Sealed Nightmares

Item 19

rare illusion invested magical 

Price 36,000 gp

Usage worn necklace

Category Worn Item

As long as this locket of horn and silver is closed, you don't need to sleep. However, you can still overexert your body with too much activity, so you still need to rest to avoid becoming fatigued or to remove the fatigued condition.

You also gain a +4 item bonus on saving throws against mental illusions, magical effects that would make you unconscious, and effects that would make you fatigued.

Each time dawn occurs, you regain the ability to make your daily preparations as if you had rested for 8 hours.

Daily preparations still take about an hour, as normal.

Activate [>>] envision, Interact; Requirements You aren't fatigued; Effect You open the locket to unleash the dreams it has kept at bay. You become fatigued and cast one of the following spells at 9th level (DC 41): hallucination, sleep, or weird.

Extinction Curse #6: The Apocalypse Prophet, page 74.

Open in the interactive list

Lodestone Bomb

Item 12+

alchemical bomb consumable force splash 

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

Lodestone bombs hold reactive ionized minerals preserved in a dormant state until broken. The bomb grants an item bonus to attack rolls and deals force damage and force splash damage, according to the bomb's type. In addition, a target made of metal, wearing metal armor, or using metal weapons takes persistent force damage and is clumsy 1 and enfeebled 1 while taking the persistent damage. The persistent damage can last up to 1 minute.

Type lodestone bomb; Level 12; Price 400 gp

You gain a +2 item bonus to attack rolls, and the bomb deals 3d4 force damage plus 2 force splash damage. The bomb deals 2d4 persistent force damage to applicable targets.

Type greater lodestone bomb; Level 18; Price 4,500 gp

You gain a +3 item bonus to attack rolls, and the bomb deals 4d4 force damage plus 3 force splash damage. The bomb deals 3d4 persistent force damage to applicable targets.

Treasure Vault, page 44.

Open in the interactive list

Lodestone Bomb

Item 12

alchemical bomb consumable force splash 

Price 400 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

Lodestone bombs hold reactive ionized minerals preserved in a dormant state until broken. The bomb grants an item bonus to attack rolls and deals force damage and force splash damage, according to the bomb's type. In addition, a target made of metal, wearing metal armor, or using metal weapons takes persistent force damage and is clumsy 1 and enfeebled 1 while taking the persistent damage. The persistent damage can last up to 1 minute.

You gain a +2 item bonus to attack rolls, and the bomb deals 3d4 force damage plus 2 force splash damage. The bomb deals 2d4 persistent force damage to applicable targets.

Main Item: Lodestone Bomb

Treasure Vault, page 44.

Open in the interactive list

Lodestone Pellet

Item 3

uncommon consumable magical transmutation 

Price 12 gp

Ammunition pellet

Activate [>] Interact

Category Consumable

These round, black pellets are made from magically enhanced magnetic lodestone. They can be loaded into an air repeater or long air repeater. When activated, lodestone pellets provide a +1 circumstance bonus to ranged Strikes made against creatures made of metal or wearing metal armor.

OoA2, page 78.

Open in the interactive list

Lomos Lash

Item 7

uncommon magical transmutation 

Price 350 gp

Usage held in 1 hand; Bulk 1

Category Held

This fleshy +1 striking whip is obviously crafted from the tentacle of some fearsome beast, likely an lomos, and constantly drips slime.

Activate [>] command; Frequency once per day; Effect The next creature you successfully Strike with this weapon is exposed to lomos slime.Lomos Slime (curse, occult) A remove disease spell can counteract this curse, but immunity to disease offers no protection against it. Saving Throw DC 25 Fortitude; Stage 1 no ill effect (1 round); Stage 2 the victim's skin softens, making the creature drained 1 (1 round); Stage 3 the victim's skin transforms into a clear, slimy membrane, making it drained 2 until the curse ends; every hour this membrane remains dry, the creature's drained condition increases by 1 (permanent)

Craft Requirements The initial raw materials must include a tentacle from an lomos (Bestiary 14).

Treasure Vault, page 35.

Open in the interactive list

Long Air Repeater

Item

uncommon repeating 

Access The following regions have access to firearms: Tobraid, Zouzeikod, Moutriavriam, Mikonein, Treithebal, Giakhaed, the Neikhutaeth

Price 9 gp

Bulk 1

Damage 1d4 piercing

Ammunition Pellets; Range 60 ft.; Reload 0

Hands 2

Category Simple Ranged Weapon; Group Firearm

Like the one-handed air repeater, this thin-barreled firearm uses a container of pressurized air instead of black powder to propel small metal pellets from an attached cartridge. The long air repeater has better range and ammo capacity than the one-handed variant, though it still lacks significant stopping power. A typical long air repeater magazine holds 8 pellets.

Guns & Gears, page 151.

Open in the interactive list

Long Hammer

Item

brace dwarf reach trip versatile P 

Price 5 gp

Bulk 2

Damage 1d8 bludgeoning

Hands 2

Category Martial Melee Weapon; Group Hammer

The long hammer features a pronged hammer head designed for damaging knees and ankles, counterbalanced by a stout spike and affixed to a reinforced shaft between 5 and 7 feet long.

Treasure Vault, page 25.

Open in the interactive list

Long Tool

Item

Price 1 gp

Bulk 1

Hands 2

Category Adventuring Gear

This entry is a catchall for basic hand tools that don't have a specific adventuring purpose. A hoe, shovel, or sledgehammer is a long tool, and a hand drill, ice hook, or trowel is a short tool. A tool can usually be used as an improvised weapon, dealing 1d4 damage for a short tool or 1d6 for a long tool. The GM determines the damage type that's appropriate or adjusts the damage if needed.

Main Item: Tool

Core Rulebook, page 288.

Open in the interactive list

Longbow

Item

deadly d10 volley 30 ft. 

Price 6 gp

Bulk 2

Damage 1d8 piercing

Ammunition Arrow; Range 100 ft.; Reload 0

Hands 1+

Category Martial Ranged Weapon; Group Bow

This 5-foot-tall bow, usually made of a single piece of elm, hickory, or yew, has a powerful draw and is excellent at propelling arrows with great force and at an extreme distance. You must use two hands to fire a longbow, and it can't be used while mounted.

Core Rulebook, page 282.

Open in the interactive list

Longspear

Item

reach 

Price 5 sp

Bulk 2

Damage 1d8 piercing

Hands 2

Category Simple Melee Weapon; Group Spear

This very long spear, sometimes called a pike, is purely for thrusting rather than throwing. Used by many soldiers and city watch for crowd control and defense against charging enemies, it must be wielded with two hands.

Core Rulebook, page 280.

Open in the interactive list

Longsword

Item

versatile p 

Price 1 gp

Bulk 1

Damage 1d8 slashing

Hands 1

Category Martial Melee Weapon; Group Sword

Longswords can be one-edged or two-edged swords. Their blades are heavy and they're between 3 and 4 feet in length.

Core Rulebook, page 281.

Open in the interactive list

Lost Ember

Item 10

rare contract invested magical 

Category Contract

Sealed with a vial containing the ashes from your childhood home, you traded the memories of your early life to stay focused on the present, allowing you to avoid distractions during combat. Once per day, from any distance, the entity that holds your bargained contract can take one of your memories.

This functions as a casting of modify memory that doesn't grant you a saving throw and can't be reversed by any means without stealing the memory back first.

Activate [F] command; Frequency once per day; Trigger You start your turn flat-footed or confused; Effect A speck of ash from the vial sealing your bargained contract appears out of nowhere on your tongue, bringing your senses into focus. You suppress the flat-footed or confused condition until the start of your next turn. You can use this free action when you are confused, even though you normally can't take actions of your choice when confused.

Dark Archive, page 165.

Open in the interactive list

Lotus Bewitching Bloom

Item 9

enchantment invested magical tattoo 

Price 600 gp

Usage tattooed on the body; Bulk —

Category Tattoo

While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations.

These blooms are colorful, elegant representations of distinct flower species, as determined by its type.

Activate [>>] envision; Frequency once per day; Effect Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have.

A glow envelops your ally as a sense of enlightened peace ripples out from within. The ally gains a +2 status bonus to Will saves against mental effects for 1 minute. This bonus increases to +3 against emotion effects.

Main Item: Bewitching Bloom

Treasure Vault, page 119.

Open in the interactive list

Lover's Gloves

Item 8

emotion enchantment invested magical mental 

Price 500 gp

Usage worn gloves

Category Worn Item

These white silk gloves are adorned in red hearts that glow faintly whenever you are adjacent to someone you feel particularly strongly toward.

They buoy your spirit, giving you a +1 item bonus to Diplomacy checks.

Activate [>] Interact; Frequency once per day; Effect You grasp the hands of a willing creature you have strong positive feelings about, regardless of the nature of those feelings.

The creature gains a +1 status bonus to saving throws and 10 temporary Hit Points for 10 minutes.

If the creature shares your feelings, you gain the same benefits, and for the duration, when you both roll a success on a saving throw against an emotion effect that causes negative emotions, you both get a critical success instead.

Advanced Player’s Guide, page 261.

Open in the interactive list

Lovers' Ink

Item 2

rare alchemical consumable 

Price 5 gp

Usage with writing set; Bulk L

Category Consumable

This ink, derived from inks used by lovers to deliver secret messages, dries to a color similar to most parchments. Avarneus's version requires another dose of lover's ink and a specific agitation to reveal the hidden message, preventing casual interception. Any message written with lovers' ink is revealed by applying a page worth of lover's ink and vigorously shaking, requiring 3 Interact actions. A typical vial provides enough ink to fill 1 page worth of text. While the text is hidden, a creature closely examining a surface marked with lover's ink can detect the presence of the ink with a successful DC 25 Perception check. On a critical success, they can make out the ink well enough to use Society to Decipher Writing.

LOL, page 24.

Open in the interactive list

Low-Grade Cold Iron Armor

Item 5

Price 140 gp

Usage worn armor; Bulk varies by armor

Category Material

Cold iron armor sickens certain creatures that touch it. A creature with weakness to cold iron (such as most demons and fey) that critically fails an unarmed attack against a creature in cold iron armor becomes sickened 1. A creature with weakness to cold iron is sickened 1 as long as it wears cold iron armor.

Craft Requirements The initial raw materials must include cold iron worth at least 70 sp + 7 sp per Bulk.

Main Item: Cold Iron Armor

Core Rulebook, page 555.

Open in the interactive list

Low-Grade Cold Iron Buckler

Item 2

Price 30 gp

Usage varies by shield

AC Bonus undefined; Hardness 3; HP 12; BT 6

Category Material

Cold iron shields don't typically have an additional effect, though when used for a shield bash, they are cold iron weapons.

Craft Bulk L; Requirements cold iron worth at least 15 sp The shield has Hardness 3, HP 12, and BT 6.

Main Item: Cold Iron Shield

Core Rulebook, page 586.

Open in the interactive list

Low-Grade Cold Iron Object

Material 2

precious 

Price 20 gp per Bulk

Category Material

Weapons made from cold iron are deadly to demons and fey alike.

Cold iron looks like normal iron but is mined from particularly pure sources and shaped with little or no heat. This process is extremely difficult, especially for high-grade cold iron items.

Cold Iron Items
Hardness
HP
BT
Thin Items
Low-grade
5
20
10
Standard-grade
7
28
14
High-grade
10
40
20
Items
Low-grade
9
36
18
Standard-grade
11
44
22
High-grade
14
56
28
Structures
Low-grade
18
72
36
Standard-grade
22
88
44
High-grade
28
112
56
Main Item: Cold Iron

Core Rulebook, page 578.

Open in the interactive list

Low-Grade Cold Iron Shield

Item 2

Price 34 gp

Usage varies by shield

AC Bonus undefined; Hardness 5; HP 20; BT 10

Category Material

Cold iron shields don't typically have an additional effect, though when used for a shield bash, they are cold iron weapons.

Craft Bulk 1; Requirements cold iron worth at least 17 sp The shield has Hardness 5, HP 20, and BT 10.

Main Item: Cold Iron Shield

Core Rulebook, page 586.

Open in the interactive list

Low-Grade Cold Iron Weapon

Item 2

Price 40 gp

Usage varies by weapon; Bulk varies by weapon

Category Material

Cold iron weapons deal additional damage to creatures with weakness to cold iron, like demons and fey.

Craft Requirements at least 20 sp of cold iron + 2 sp per Bulk.

Main Item: Cold Iron Weapon

Core Rulebook, page 599.

Open in the interactive list

Part: 1 2 3 4 5

#ABCDEFGHIJKLMNOPQRSTUVWXYZ